コード例 #1
0
        public static float sol_test_body(float dt,
                                          float[] T,
                                          float[] V,
                                          s_ball up,
                                          s_file fp,
                                          s_body bp)
        {
            float u, t = dt;

            float[] U = new float[3];
            float[] O = new float[3];
            float[] W = new float[3];

            s_node np = fp.m_nv[bp.m_ni];

            sol_body_p(O, fp, bp);
            sol_body_v(W, fp, bp);

            if ((u = sol_test_node(t, U, up, fp, np, O, W)) < t)
            {
                Vec3.v_cpy(T, U);
                Vec3.v_cpy(V, W);
                t = u;
            }
            return(t);
        }
コード例 #2
0
        public static void game_draw_jumps(s_file fp, float[] M, float t)
        {
            int ji;

            GL.Enable(EnableCap.Texture2D);
            {
                for (ji = 0; ji < fp.m_jc; ji++)
                {
                    Video.MODELVIEW_PushMatrix();
                    {
                        Video.MODELVIEW_Translate(fp.m_jv[ji].m_p[0],
                                                  fp.m_jv[ji].m_p[1],
                                                  fp.m_jv[ji].m_p[2]);

                        Part.part_draw_jump(M, fp.m_jv[ji].m_r, 1.0f, t);
                    }
                    Video.MODELVIEW_PopMatrix();
                }
            }
            GL.Disable(EnableCap.Texture2D);

            for (ji = 0; ji < fp.m_jc; ji++)
            {
                fp.m_jv[ji].jump_draw(jump_e == 0 ? 1 : 0);
            }
        }
コード例 #3
0
        public static float sol_test_file(float dt,
                                          float[] T,
                                          float[] V,
                                          s_ball up,
                                          s_file fp)
        {
            float u, t = dt;

            float[] U = new float[3];
            float[] W = new float[3];
            int     i;

            for (i = 0; i < fp.m_bc; i++)
            {
                s_body bp = fp.m_bv[i];

                if ((u = sol_test_body(t, U, W, up, fp, bp)) < t)
                {
                    Vec3.v_cpy(T, U);
                    Vec3.v_cpy(V, W);
                    t = u;
                }
            }
            return(t);
        }
コード例 #4
0
        public static void grow_step(s_file fp, float dt)
        {
            float dr;

            if (grow == 0)
            {
                return;
            }

            /* Calculate new size based on how long since you touched the coin... */

            grow_t += dt;

            if (grow_t >= GROW_TIME)
            {
                grow   = 0;
                grow_t = GROW_TIME;
            }

            dr = grow_strt + ((grow_goal - grow_strt) * (1.0f / (GROW_TIME / grow_t)));

            /* No sinking through the floor! Keeps ball's bottom constant. */

            fp.m_uv[0].m_p[1] += (dr - fp.m_uv[0].m_r);
            fp.m_uv[0].m_r     = dr;

            game_cmd_ballradius();
        }
コード例 #5
0
ファイル: Solid.cs プロジェクト: supeindesu/Neverball.NET
        public static int sol_load_head(IntPtr fin, s_file fp)
        {
            int magic   = 0;
            int version = 0;

            Binary.get_index(fin, ref magic);
            Binary.get_index(fin, ref version);

            if (magic != MAGIC || version != SOL_VERSION)
            {
                return(0);
            }

            Binary.get_index(fin, ref fp.m_ac);
            Binary.get_index(fin, ref fp.m_dc);

#if false
            get_index(fin, fp.mc);
            get_index(fin, fp.vc);
            get_index(fin, fp.ec);
            get_index(fin, fp.sc);
            get_index(fin, fp.tc);
            get_index(fin, fp.gc);
            get_index(fin, fp.lc);
            get_index(fin, fp.nc);
            get_index(fin, fp.pc);
            get_index(fin, fp.bc);
            get_index(fin, fp.hc);
            get_index(fin, fp.zc);
            get_index(fin, fp.jc);
            get_index(fin, fp.xc);
            get_index(fin, fp.rc);
            get_index(fin, fp.uc);
            get_index(fin, fp.wc);
            get_index(fin, fp.ic);
#endif

            FileSystem.fs_seek(fin, 18 * 4);

            if (fp.m_ac != 0)
            {
                FileSystem.fs_read(ref fp.m_av, fp.m_ac, fin);
            }

            if (fp.m_dc != 0)
            {
                int i;

                fp.m_dv = new s_dict[fp.m_dc];

                for (i = 0; i < fp.m_dc; i++)
                {
                    fp.m_dv[i] = new s_dict();

                    sol_load_dict(fin, fp.m_dv[i]);// + i);
                }
            }

            return(1);
        }
コード例 #6
0
        public static s_goal sol_goal_test(s_file fp, float[] p, int ui)
        {
            float[] ball_p = fp.m_uv[ui].m_p;
            float   ball_r = fp.m_uv[ui].m_r;
            int     zi;

            for (zi = 0; zi < fp.m_zc; zi++)
            {
                float[] r = new float[3];

                r[0] = ball_p[0] - fp.m_zv[zi].m_p[0];
                r[1] = ball_p[2] - fp.m_zv[zi].m_p[2];
                r[2] = 0;

                if (Vec3.v_len(r) < fp.m_zv[zi].m_r - ball_r &&
                    ball_p[1] > fp.m_zv[zi].m_p[1] &&
                    ball_p[1] < fp.m_zv[zi].m_p[1] + Config.GOAL_HEIGHT / 2)
                {
                    p[0] = fp.m_zv[zi].m_p[0];
                    p[1] = fp.m_zv[zi].m_p[1];
                    p[2] = fp.m_zv[zi].m_p[2];

                    return(fp.m_zv[zi]);
                }
            }

            return(null);
        }
コード例 #7
0
        public static void sol_body_p(float[] p,
                                      s_file fp,
                                      s_body bp)
        {
            float[] v = new float[3];

            if (bp.m_pi >= 0)
            {
                s_path pp = fp.m_pv[bp.m_pi];
                s_path pq = fp.m_pv[pp.m_pi];

                if (pp.m_s != 0)
                {
                    Vec3.v_sub(v, pq.m_p, pp.m_p);
                    Vec3.v_mad(p, pp.m_p, v, erp(bp.m_t / pp.m_t));
                }
                else
                {
                    Vec3.v_sub(v, pq.m_p, pp.m_p);
                    Vec3.v_mad(p, pp.m_p, v, bp.m_t / pp.m_t);
                }
            }
            else
            {
                p[0] = 0.0f;
                p[1] = 0.0f;
                p[2] = 0.0f;
            }
        }
コード例 #8
0
        public static void sol_body_v(float[] v,
                                      s_file fp,
                                      s_body bp)
        {
            if (bp.m_pi >= 0 &&
                fp.m_pv[bp.m_pi].m_f != 0)
            {
                s_path pp = fp.m_pv[bp.m_pi];
                s_path pq = fp.m_pv[pp.m_pi];

                Vec3.v_sub(v, pq.m_p, pp.m_p);
                Vec3.v_scl(v, v, 1.0f / pp.m_t);

                if (pp.m_s != 0)
                {
                    Vec3.v_scl(v, v, derp(bp.m_t / pp.m_t));
                }
            }
            else
            {
                v[0] = 0.0f;
                v[1] = 0.0f;
                v[2] = 0.0f;
            }
        }
コード例 #9
0
        public static int sol_item_test(s_file fp, float[] p, float item_r)
        {
            float[] ball_p = fp.m_uv[0].m_p;
            float   ball_r = fp.m_uv[0].m_r;

            int hi;

            for (hi = 0; hi < fp.m_hc; hi++)
            {
                float[] r = new float[3];

                r[0] = ball_p[0] - fp.m_hv[hi].m_p[0];
                r[1] = ball_p[1] - fp.m_hv[hi].m_p[1];
                r[2] = ball_p[2] - fp.m_hv[hi].m_p[2];

                if (fp.m_hv[hi].m_t != Solid.ITEM_NONE && Vec3.v_len(r) < ball_r + item_r)
                {
                    p[0] = fp.m_hv[hi].m_p[0];
                    p[1] = fp.m_hv[hi].m_p[1];
                    p[2] = fp.m_hv[hi].m_p[2];

                    return(hi);
                }
            }

            return(-1);
        }
コード例 #10
0
ファイル: s_body.cs プロジェクト: supeindesu/Neverball.NET
        public void sol_shad_list(s_file fp)
        {
            if (draw_sl)
            {
                float[] p = new float[3];

                solid_phys.sol_body_p(p, fp, this);

                Video.MODELVIEW_PushMatrix();
                {
                    /* Translate a moving body. */

                    Video.MODELVIEW_Translate(p[0], p[1], p[2]);

                    /* Translate the shadow on a moving body. */

                    Video.TEXTURE_PushMatrix();
                    Video.TEXTURE_Translate(p[0], p[2], 0.0f);

                    /* Draw the body. */

                    fp_bv_i_sl_draw(fp);

                    /* Pop the shadow translation. */

                    Video.TEXTURE_PopMatrix();
                }
                Video.MODELVIEW_PopMatrix();
            }
        }
コード例 #11
0
        public static float sol_test_side(float dt,
                                          float[] T,
                                          s_ball up,
                                          s_file fp,
                                          s_lump lp,
                                          s_side sp,
                                          float[] o,
                                          float[] w)
        {
            float t = v_side(T, o, w, sp.m_n, sp.m_d, up.m_p, up.m_v, up.m_r);
            int   i;

            if (t < dt)
            {
                for (i = 0; i < lp.m_sc; i++)
                {
                    s_side sq = fp.m_sv[fp.m_iv[lp.m_s0 + i]];

                    if (sp != sq &&
                        Vec3.v_dot(T, sq.m_n) -
                        Vec3.v_dot(o, sq.m_n) -
                        Vec3.v_dot(w, sq.m_n) * t > sq.m_d)
                    {
                        return((float)LARGE);
                    }
                }
            }
            return(t);
        }
コード例 #12
0
        public static void game_draw_balls(s_file fp,
                                           float[] bill_M,
                                           float t)
        {
            float[] c = new float[4] {
                1.0f, 1.0f, 1.0f, 1.0f
            };

            float[] ball_M = new float[16];

            Vec3.m_basis(ball_M, fp.m_uv[0].m_e[0], fp.m_uv[0].m_e[1], fp.m_uv[0].m_e[2]);

            GL.PushAttrib(AttribMask.LightingBit);
            Video.MODELVIEW_PushMatrix();
            {
                Video.MODELVIEW_Translate(fp.m_uv[0].m_p[0],
                                          fp.m_uv[0].m_p[1] + Ball.BALL_FUDGE,
                                          fp.m_uv[0].m_p[2]);
                Video.MODELVIEW_Scale(fp.m_uv[0].m_r,
                                      fp.m_uv[0].m_r,
                                      fp.m_uv[0].m_r);

                Video.Color(c);
                Ball.ball_draw(ball_M, bill_M, t);
            }
            Video.MODELVIEW_PopMatrix();
            GL.PopAttrib();
        }
コード例 #13
0
ファイル: s_body.cs プロジェクト: supeindesu/Neverball.NET
        void fp_bv_i_rl_draw(s_file fp)
        {
            s_mtrl mp = s_mtrl.default_mtrl;

            mp = fp.sol_draw_body(this, mp, Solid.M_REFLECTIVE, 0);

            mp = s_mtrl.default_mtrl.sol_draw_mtrl(mp);
        }
コード例 #14
0
ファイル: s_body.cs プロジェクト: supeindesu/Neverball.NET
        void sol_shad_lump(s_file fp, s_lump lp, int mi)
        {
            int i;

            for (i = 0; i < lp.m_gc; i++)
            {
                sol_shad_geom(fp, fp.m_gv[fp.m_iv[lp.m_g0 + i]], mi);
            }
        }
コード例 #15
0
ファイル: s_body.cs プロジェクト: supeindesu/Neverball.NET
        void fp_bv_i_tl_draw(s_file fp)
        {
            s_mtrl mp = s_mtrl.default_mtrl;

            mp = fp.sol_draw_body(this, mp, Solid.M_TRANSPARENT, Solid.M_DECAL);
            mp = fp.sol_draw_body(this, mp, Solid.M_TRANSPARENT, 0);

            mp = s_mtrl.default_mtrl.sol_draw_mtrl(mp);
        }
コード例 #16
0
        public static float sol_test_node(float dt,
                                          float[] T,
                                          s_ball up,
                                          s_file fp,
                                          s_node np,
                                          float[] o,
                                          float[] w)
        {
            float u, t = dt;

            float[] U = new float[3];
            int     i;

            /* Test all lumps */

            for (i = 0; i < np.m_lc; i++)
            {
                s_lump lp = fp.m_lv[np.m_l0 + i];

                if ((u = sol_test_lump(t, U, up, fp, lp, o, w)) < t)
                {
                    Vec3.v_cpy(T, U);
                    t = u;
                }
            }

            /* Test in front of this node */

            if (np.m_ni >= 0 &&
                sol_test_fore(t, up, fp.m_sv[np.m_si], o, w) != 0)
            {
                s_node nq = fp.m_nv[np.m_ni];

                if ((u = sol_test_node(t, U, up, fp, nq, o, w)) < t)
                {
                    Vec3.v_cpy(T, U);
                    t = u;
                }
            }

            /* Test behind this node */

            if (np.m_nj >= 0 &&
                sol_test_back(t, up, fp.m_sv[np.m_si], o, w) != 0)
            {
                s_node nq = fp.m_nv[np.m_nj];

                if ((u = sol_test_node(t, U, up, fp, nq, o, w)) < t)
                {
                    Vec3.v_cpy(T, U);
                    t = u;
                }
            }

            return(t);
        }
コード例 #17
0
ファイル: Solid.cs プロジェクト: supeindesu/Neverball.NET
        public static int sol_load_only_head(s_file fp, string filename)
        {
            IntPtr fin;
            int    res = 0;

            if ((fin = FileSystem.fs_open(filename)) != IntPtr.Zero)
            {
                res = sol_load_head(fin, fp);
                FileSystem.fs_close(fin);
            }
            return(res);
        }
コード例 #18
0
        /*
         * Compute the positions of all balls after DT seconds have passed.
         */
        public static void sol_ball_step(s_file fp, float dt)
        {
            int i;

            for (i = 0; i < fp.m_uc; i++)
            {
                s_ball up = fp.m_uv[i];// + i;

                Vec3.v_mad(up.m_p, up.m_p, up.m_v, dt);

                sol_rotate(up.m_e, up.m_w, dt);
            }
        }
コード例 #19
0
        public s_mtrl sol_back_bill(s_file fp, s_mtrl mp, float t)
        {
            float T = (m_t > 0.0f) ? (float)(System.Math.IEEERemainder(t, m_t) - m_t / 2) : 0.0f;

            float w = m_w[0] + m_w[1] * T + m_w[2] * T * T;
            float h = m_h[0] + m_h[1] * T + m_h[2] * T * T;

            if (w > 0 && h > 0)
            {
                float rx = m_rx[0] + m_rx[1] * T + m_rx[2] * T * T;
                float ry = m_ry[0] + m_ry[1] * T + m_ry[2] * T * T;
                float rz = m_rz[0] + m_rz[1] * T + m_rz[2] * T * T;

                Video.MODELVIEW_PushMatrix();
                {
                    float y0 = (m_fl & Solid.B_EDGE) != 0 ? 0 : -h / 2;
                    float y1 = (m_fl & Solid.B_EDGE) != 0 ? h : +h / 2;

                    Video.MODELVIEW_Rotate(ry, 0.0f, 1.0f, 0.0f);
                    Video.MODELVIEW_Rotate(rx, 1.0f, 0.0f, 0.0f);
                    Video.MODELVIEW_Translate(0.0f, 0.0f, -m_d);

                    if ((m_fl & Solid.B_FLAT) != 0)
                    {
                        Video.MODELVIEW_Rotate(-rx - 90.0f, 1.0f, 0.0f, 0.0f);
                        Video.MODELVIEW_Rotate(-ry, 0.0f, 0.0f, 1.0f);
                    }

                    if ((m_fl & Solid.B_EDGE) != 0)
                    {
                        Video.MODELVIEW_Rotate(-rx, 1.0f, 0.0f, 0.0f);
                    }

                    Video.MODELVIEW_Rotate(rz, 0.0f, 0.0f, 1.0f);

                    mp = fp.m_mv[m_mi].sol_draw_mtrl(mp);

                    Video.Begin(Video.TRIANGLE_FAN);
                    {
                        Video.TexCoord2(0.0f, 0.0f); Video.Vertex2(-w / 2, y0);
                        Video.TexCoord2(1.0f, 0.0f); Video.Vertex2(+w / 2, y0);
                        Video.TexCoord2(1.0f, 1.0f); Video.Vertex2(+w / 2, y1);
                        Video.TexCoord2(0.0f, 1.0f); Video.Vertex2(-w / 2, y1);
                    }
                    Video.End();
                }
                Video.MODELVIEW_PopMatrix();
            }

            return(mp);
        }
コード例 #20
0
ファイル: s_body.cs プロジェクト: supeindesu/Neverball.NET
        void fp_bv_i_ol_draw(s_file fp)
        {
            //fp.bv[i].ol = Video.GenLists(1);

            //Video.NewList(fp.bv[i].ol, Video.COMPILE);
            {
                s_mtrl mp = s_mtrl.default_mtrl;

                mp = fp.sol_draw_body(this, mp, Solid.M_OPAQUE, 0);
                mp = fp.sol_draw_body(this, mp, Solid.M_OPAQUE, Solid.M_DECAL);

                mp = s_mtrl.default_mtrl.sol_draw_mtrl(mp);
            }
            //Video.EndList();
        }
コード例 #21
0
        public static float sol_test_edge(float dt,
                                          float[] T,
                                          s_ball up,
                                          s_file fp,
                                          s_edge ep,
                                          float[] o,
                                          float[] w)
        {
            float[] q = new float[3];
            float[] u = new float[3];

            Vec3.v_cpy(q, fp.m_vv[ep.m_vi].m_p);
            Vec3.v_sub(u, fp.m_vv[ep.m_vj].m_p,
                       fp.m_vv[ep.m_vi].m_p);

            return(v_edge(T, o, q, u, w, up.m_p, up.m_v, up.m_r));
        }
コード例 #22
0
ファイル: s_body.cs プロジェクト: supeindesu/Neverball.NET
        void sol_shad_geom(s_file fp, s_geom gp, int mi)
        {
            if (gp.m_mi == mi)
            {
                float[] vi = fp.m_vv[gp.m_vi].m_p;
                float[] vj = fp.m_vv[gp.m_vj].m_p;
                float[] vk = fp.m_vv[gp.m_vk].m_p;

                Video.TexCoord2(vi[0], vi[2]);
                Video.Vertex3(vi);

                Video.TexCoord2(vj[0], vj[2]);
                Video.Vertex3(vj);

                Video.TexCoord2(vk[0], vk[2]);
                Video.Vertex3(vk);
            }
        }
コード例 #23
0
        /*
         * Compute the states of all switches after DT seconds have passed.
         */
        public static void sol_swch_step(s_file fp, float dt)
        {
            int xi;

            for (xi = 0; xi < fp.m_xc; xi++)
            {
                s_swch xp = fp.m_xv[xi];

                //volatile
                float t = xp.m_t;

                if (t < xp.m_t0)
                {
                    xp.m_t = (t += dt);

                    if (t >= xp.m_t0)
                    {
                        int pi = xp.m_pi;
                        int pj = xp.m_pi;

                        do  /* Tortoise and hare cycle traverser. */
                        {
                            fp.m_pv[pi].m_f = xp.m_f0;
                            fp.m_pv[pj].m_f = xp.m_f0;

                            cmd.type        = cmd_type.CMD_PATH_FLAG;
                            cmd.pathflag.pi = pi;
                            cmd.pathflag.f  = fp.m_pv[pi].m_f;
                            sol_cmd_enq(cmd);

                            pi = fp.m_pv[pi].m_pi;
                            pj = fp.m_pv[pj].m_pi;
                            pj = fp.m_pv[pj].m_pi;
                        }while (pi != pj);

                        xp.m_f = xp.m_f0;

                        cmd.type          = cmd_type.CMD_SWCH_TOGGLE;
                        cmd.swchtoggle.xi = xi;
                        sol_cmd_enq(cmd);
                    }
                }
            }
        }
コード例 #24
0
        public void item_draw(s_item hp, float r)
        {
            float[] c  = new float[3];
            s_file  fp = null;

            switch (hp.m_t)
            {
            case Solid.ITEM_COIN: fp = item_coin_file; break;

            case Solid.ITEM_GROW: fp = item_grow_file; break;

            case Solid.ITEM_SHRINK: fp = item_shrink_file; break;
            }

            item_color(hp, c);

            Video.Color(c);
            fp.sol_draw(0, 1);
        }
コード例 #25
0
        public void item_free()
        {
            if (item_coin_file != null)
            {
                item_coin_file.sol_free_gl();
                item_coin_file = null;
            }

            if (item_grow_file != null)
            {
                item_grow_file.sol_free_gl();
                item_grow_file = null;
            }

            if (item_shrink_file != null)
            {
                item_shrink_file.sol_free_gl();
                item_shrink_file = null;
            }
        }
コード例 #26
0
ファイル: s_body.cs プロジェクト: supeindesu/Neverball.NET
        void fp_bv_i_sl_draw(s_file fp)
        {
            int on = fp.sol_enum_body(this, Solid.M_OPAQUE);
            int rn = fp.sol_enum_body(this, Solid.M_REFLECTIVE);
            int dn = fp.sol_enum_body(this, Solid.M_DECAL);

            if (on != 0)
            {
                sol_shad_body(fp, Solid.M_OPAQUE, 0);
            }

            if (rn != 0)
            {
                sol_shad_body(fp, Solid.M_REFLECTIVE, 0);
            }

            if (dn != 0)
            {
                sol_shad_body(fp, Solid.M_OPAQUE, Solid.M_DECAL);
            }
        }
コード例 #27
0
ファイル: s_body.cs プロジェクト: supeindesu/Neverball.NET
        public void sol_draw_list_tl(s_file fp)
        {
            if (draw_tl)
            {
                float[] p = new float[3];

                solid_phys.sol_body_p(p, fp, this);

                Video.MODELVIEW_PushMatrix();
                {
                    /* Translate a moving body. */

                    Video.MODELVIEW_Translate(p[0], p[1], p[2]);

                    /* Draw the body. */

                    fp_bv_i_tl_draw(fp);
                }
                Video.MODELVIEW_PopMatrix();
            }
        }
コード例 #28
0
        public static int ball_opts(s_file fp, ref float alpha)
        {
            int flags = F_DEPTHTEST;
            int di;

            //	MY
            for (di = 0; di < fp.m_dc; ++di)
            {
                string k = fp.Get_av(fp.m_dv[di].m_ai);
                string v = fp.Get_av(fp.m_dv[di].m_aj);

                if (string.Equals(k, "drawback"))
                {
                    flags = SET(flags, int.Parse(v, System.Globalization.CultureInfo.InvariantCulture), F_DRAWBACK);
                }
                if (string.Equals(k, "depthmask"))
                {
                    flags = SET(flags, int.Parse(v, System.Globalization.CultureInfo.InvariantCulture), F_DEPTHMASK);
                }
                if (string.Equals(k, "depthtest"))
                {
                    flags = SET(flags, int.Parse(v, System.Globalization.CultureInfo.InvariantCulture), F_DEPTHTEST);
                }
                if (string.Equals(k, "alphatest"))
                {
                    if (v != null)
                    {
                        string[] parts = v.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries);
                        if (parts != null && parts.Length > 0)
                        {
                            alpha = (float)double.Parse(parts[0], System.Globalization.CultureInfo.InvariantCulture);
                        }
                    }
                }
            }

            return(flags);
        }
コード例 #29
0
        /*
         * Compute the positions of all bodies after DT seconds have passed.
         */
        public static void sol_body_step(s_file fp, float dt)
        {
            int i;

            for (i = 0; i < fp.m_bc; i++)
            {
                s_body bp = fp.m_bv[i];// + i;

                if (bp.m_pi >= 0)
                {
                    s_path pp = fp.m_pv[bp.m_pi];

                    if (pp.m_f != 0)
                    {
                        //volatile
                        float t = bp.m_t;

                        bp.m_t = (t += dt);

                        if (t >= pp.m_t)
                        {
                            bp.m_t  = 0;
                            bp.m_pi = pp.m_pi;

                            cmd.type        = cmd_type.CMD_BODY_TIME;
                            cmd.bodytime.bi = i;
                            cmd.bodytime.t  = bp.m_t;
                            sol_cmd_enq(cmd);

                            cmd.type        = cmd_type.CMD_BODY_PATH;
                            cmd.bodypath.bi = i;
                            cmd.bodypath.pi = bp.m_pi;
                            sol_cmd_enq(cmd);
                        }
                    }
                }
            }
        }
コード例 #30
0
        /*
         * Test if the  ball UI is inside a  jump. Return 1 if yes  and fill P
         * with the destination position, return 0 if not, and return 2 if the
         * ball is on the border of a jump.
         */
        public static int sol_jump_test(s_file fp, float[] p, int ui)
        {
            float[] ball_p = fp.m_uv[ui].m_p;
            float   ball_r = fp.m_uv[ui].m_r;
            int     ji;
            float   l;
            int     res = 0;

            for (ji = 0; ji < fp.m_jc; ji++)
            {
                float[] r = new float[3];

                r[0] = ball_p[0] - fp.m_jv[ji].m_p[0];
                r[1] = ball_p[2] - fp.m_jv[ji].m_p[2];
                r[2] = 0;

                l = Vec3.v_len(r) - fp.m_jv[ji].m_r;
                if (l < 0 &&
                    ball_p[1] > fp.m_jv[ji].m_p[1] &&
                    ball_p[1] < fp.m_jv[ji].m_p[1] + Config.JUMP_HEIGHT / 2)
                {
                    if (l < -ball_r)
                    {
                        p[0] = fp.m_jv[ji].m_q[0] + (ball_p[0] - fp.m_jv[ji].m_p[0]);
                        p[1] = fp.m_jv[ji].m_q[1] + (ball_p[1] - fp.m_jv[ji].m_p[1]);
                        p[2] = fp.m_jv[ji].m_q[2] + (ball_p[2] - fp.m_jv[ji].m_p[2]);

                        return(1);
                    }
                    else
                    {
                        res = 2;
                    }
                }
            }

            return(res);
        }